Help me like my fire/rad ?


dave_p

 

Posted

In 5 years of playing this is the highest I have ever gotten a controller, and I'd really like to get this one to 50 to prove to myself that I can.
I don't want to powerlevel her, and I don't want to spend a fortune on IOs (less than 30 million).

What I feel is lacking:
Damage (though supposedly it gets better post imps)
I blow through endurance like crazy for 20 seconds (or so) that AM is down. (note, that this is before picking up choking cloud!)
I usually pick the boss in the spawn to debuff with my toggles, and without fail he is the first one down.

Admittedly, I am not good at playing controllers. I am still very much on the learning curve and would love any input anyone may have for playstyle and tips.

Below is roughly my level plan to level 35, I currently am level 26.
Hero Plan by Mids' Hero Designer 1.401
http://www.cohplanner.com/

[u]Click this DataLink to open the build![u]

firerad: Level 34 Magic Controller
Primary Power Set: Fire Control
Secondary Power Set: Radiation Emission
Power Pool: Fitness
Power Pool: Speed

Hero Profile:
Level 1: Char -- EoCur-Acc/Rchg:35(A), EoCur-Acc/Hold/Rchg:35(11), EoCur-EndRdx/Hold:35(11), EoCur-Hold/Rng:35(31)
Level 1: Radiant Aura -- Dct'dW-Heal/EndRdx:35(A), Dct'dW-Heal:35(3), Dct'dW-EndRdx/Rchg:35(3), Dct'dW-Heal/Rchg:35(7), Dct'dW-Heal/EndRdx/Rchg:35(7)
Level 2: Radiation Infection -- DarkWD-ToHitdeb/Rchg/EndRdx:35(A), DarkWD-Rchg/EndRdx:35(9), DarkWD-ToHitDeb/EndRdx:35(9), DarkWD-ToHitDeb:35(31)
Level 4: Accelerate Metabolism -- RechRdx-I:35(A), RechRdx-I:35(5), RechRdx-I:35(5)
Level 6: Fire Cages -- Det'tn-Dmg/EndRdx:35(A), AirB'st-Dmg/EndRdx:35(27), Det'tn-Acc/Dmg:35(29), Det'tn-Acc/Dmg/EndRdx:35(29)
Level 8: Hot Feet -- C'ngBlow-Dmg/EndRdx:35(A), M'Strk-Dmg/EndRdx:35(13), Sciroc-Dmg/EndRdx:35(13), M'Strk-Acc/Dmg/EndRdx:35(15), M'Strk-Acc/EndRdx:35(15), M'Strk-Acc/Dmg:35(17)
Level 10: Enervating Field -- EndRdx-I:35(A), EndRdx-I:35(27)
Level 12: Flashfire -- Stpfy-Acc/Rchg:35(A), Stpfy-EndRdx/Stun:35(17), Stpfy-Acc/EndRdx:35(23), Stpfy-Stun/Rng:35(23), Stpfy-Acc/Stun/Rchg:35(25), RechRdx-I:35(25)
Level 14: Swift -- Run-I:35(A)
Level 16: Health -- Heal-I:35(A)
Level 18: Hasten -- RechRdx-I:35(A), RechRdx-I:35(19), RechRdx-I:35(19)
Level 20: Stamina -- Efficacy-EndMod:35(A), Efficacy-EndMod/Rchg:35(21), EndMod-I:35(21)
Level 22: Super Speed -- Run-I:35(A)
Level 24: Lingering Radiation -- Acc-I:35(A), RechRdx-I:35(31)
Level 26: Ring of Fire -- Acc-I:35(A)
Level 28: Choking Cloud -- EndRdx-I:35(A)
Level 30: Mutation -- RechRdx-I:35(A)
Level 32: Fire Imps -- BldM'dt-Acc:35(A), BldM'dt-Acc/Dmg:35(33), BldM'dt-Dmg/EndRdx:35(33), BldM'dt-Dmg:35(33), BldM'dt-Acc/EndRdx:35(34), BldM'dt-Acc/Dmg/EndRdx:35(34)
Level 35: Fallout -- RechRdx-I:35(A)
Level 38: [Empty]
Level 41: [Empty]
Level 44: [Empty]
Level 47: [Empty]
Level 49: [Empty]
------------
Level 1: Brawl -- Empty(A)
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 1: Containment
------------
[u]Set Bonus Totals:[u]<ul type="square">[*]3.75% Defense(Fire)[*]3.75% Defense(Cold)[*]1.88% Defense(Energy)[*]1.88% Defense(Negative)[*]3.75% Defense(Ranged)[*]4.69% Defense(AoE)[*]16.3% Enhancement(RechargeTime)[*]3% Enhancement(Stun)[*]4% Enhancement(Heal)[*]45.8 HP (4.5%) HitPoints[*]MezResist(Confused) 1.65%[*]MezResist(Sleep) 3.3%[*]MezResist(Stun) 4.95%[*]MezResist(Terrorized) 3.85%[*]6.5% (0.11 End/sec) Recovery[*]2.21% Resistance(Fire)[*]2.21% Resistance(Cold)[*]1.88% Resistance(Energy)[/list]------------
[u]Set Bonuses:[u]
[u]Essence of Curare[u]
(Char)<ul type="square">[*] MezResist(Terrorized) 1.65%[*] MezResist(Confused) 1.65%[*] MezResist(Stun) 1.65%[/list][u]Doctored Wounds[u]
(Radiant Aura)<ul type="square">[*] MezResist(Terrorized) 2.2%[*] 1.26% Resistance(Fire,Cold)[*] 4% Enhancement(Heal)[*] 5% Enhancement(RechargeTime)[/list][u]Dark Watcher's Despair[u]
(Radiation Infection)<ul type="square">[*] 15.3 HP (1.5%) HitPoints[*] 2.5% (0.04 End/sec) Recovery[*] 5% Enhancement(RechargeTime)[/list][u]Detonation[u]
(Fire Cages)<ul type="square">[*] MezResist(Sleep) 1.65%[*] 1.88% Resistance(Energy)[/list][u]Multi Strike[u]
(Hot Feet)<ul type="square">[*] MezResist(Sleep) 1.65%[*] 0.95% Resistance(Fire,Cold)[*] MezResist(Stun) 1.65%[/list][u]Stupefy[u]
(Flashfire)<ul type="square">[*] 2.5% (0.04 End/sec) Recovery[*] 19.1 HP (1.88%) HitPoints[*] 3% Enhancement(Stun)[*] 6.25% Enhancement(RechargeTime)[/list][u]Efficacy Adaptor[u]
(Stamina)<ul type="square">[*] 11.4 HP (1.13%) HitPoints[/list][u]Blood Mandate[u]
(Fire Imps)<ul type="square">[*] 1.5% (0.03 End/sec) Recovery[*] 1.88% Defense(Fire,Cold), 0.94% Defense(AoE)[*] MezResist(Stun) 1.65%[*] 3.75% Defense(AoE), 1.88% Defense(Fire), 1.88% Defense(Cold)[*] 3.75% Defense(Ranged), 1.88% Defense(Energy), 1.88% Defense(Negative)[/list]


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Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)

 

Posted

Quick thoughts:

Add some procs to Cages. Hotfeet too, once you can ED cap its damage &amp; end redux (prolly not possible w/lvl 35 IOs).

Add end mods to AM. Frankenslot w/end mod/rech IOs.

Slot Char for damage if you're looking for more, though this is an end-game option. Same for Ring of Fire. Char, RoF &amp; an epic blast will let a Fire/Rad take down AV/GM/Pylons faster than scrappers (mostly because of the debuffs, but still...).

Fallout, but no Cinders makes me sad. You don't really need LR except for AV, etc fights. I'd take LR at 35 and Cinders at 24.

CC will need a lot more slotting, obviously, and takes damage procs as well.

Honestly, w/Imps, I never felt the lack of damage. I'm not sure if you're expecting Fire blaster level damage or what, but I find once Imps are slotted, Fire/Rads output a whole lot of damage, esp with containment + Hotfeet running. End may be an issue when AM is down, but you need to cut back on spamming Cages and whatnot during that time and let the Imps work for you. You might even need to turn off a toggle or two, but really, things shouldn't be that bad (what's really bad is if EMP is used while AM is down).

Hope that helps a bit.


An Offensive Guide to Ice Melee

 

Posted

Your build isn't bad, it's just that Fire/Rad is a VERY end intensive pair. dave_p's advice for AM is good. I went with a full set of Trap of the Hunter in Fire Cages to stack ranged defense for alpha mitigation. I would seriously look into Smoke. If you time it right, you can get to where your Imps are in and among the mobs at the same time that your RI takes hold, splitting the alpha 4 ways. Look at slotting Ring of Fire for damage ( I like Thunderstrike for this, it has great set bonuses. ) That will let you load damage onto mobs that need it to have everything die at the same time. I found I wasn't able to run Chocking Cloud and still play as aggressively as I like so I respeced out of it.

Finally the Earth AP is unbelievably good with Fire/Rad. Fissure will often let you perma stun multiple Bosses when added to Flashfires, and recharges fast enough to keep it stacked even if it doesn't stun them every time. Seismic Smash lets you concentrate holds quickly on the guys you really want out of the fight.

Your trouble with your anchor dropping first is something we all run across. On teams where you find this happening, it is usually better to target RI on a LT in the back, as they will often be the last to drop when everyone is gunning for the bosses. That's if your team can keep it in their pants long enough to pick your targets. If they are moving too quickly, just keep targeting the boss, and stay out of Hot Feet range to lower your agro for when the anchor drops. You're not going to be able to be all things to all teams till you get yourself in the high 40s with more powers fully slotted up.

If you must be all things to all teams, then look at Illusion/Storm instead!


 

Posted

Thanks fellas. I'll see if I can get myself to play her to 32 and at get some of these IOs slotted. It seems like I need a lot more slots to be as effective as I want to than I do with other ATs.


Make a man a fire and keep him warm for the day, SET a man on fire and keep him warm for the rest of his life.
Incarnates: K'lir(Fire/Dark Corr):Hot-House Flower(Plant/Fire Dom):Kinrad X(Kin/Rad Def):Itsy-Bitsy Spider(Crab):Two Ton Tony(Mace/WP Broot):Teeny Weeny Widow(Fortunata/Widow) : Zeroth Law (Ice/Fire Tank)